Sub Pixel Accuracy UI issue

Hey, we’re trying to make the UI feel really polished and precise, but the lack of subpixel positioning makes that difficult. The decoration elements on the sides look very noticeably jittery and uneven during animation, and I don’t see a real fix besides increasing the animation speed, which would make the UI feel worse overall. Or using the “ImageRectOffset” and position at the same time which does fix the issue but it doesn’t apply to elements that have other elements such as a text label inside of them. But this has a medium impact on my workflow because it took my programmers and I hours to find a bandaid solution.

Expected behavior

I expect everything to move smoothly without having to do extreme counter measures as increasing image offset.

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This is probably better suited as a Feature Request, as it appears to be a limitation of the engine rather than an actual issue/mistake.

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Hi @P1XELWINS

This is something I’m interested in fixing, but it will be a long process for a number of reasons:

  1. UDim offsets are limited to integer values. Updating these to take floats is possible but will be a large migration

  2. Pixel snapping is required for text. If we have mixed text/non text and we conditionally snap based on contents, the UI will still appear to move

  3. For all draws that we’d want to position at non-integral positions, we’d need to add an AA ramp, which isn’t done everywhere

  4. For point sampled textures (ResampleMode::Pixelated) , subpixel positions wouldn’t work.

  5. For animations/tweens maybe we can do this automatically?

And so on. I’d consider this more of a feature request too

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It would be nice if this could be handled automatically for animations/tweens, since in my multiple projects, this covers about 99% of use cases anyways.